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#pragma once
/**
* @file common.h
* @brief LL GLTF Implementation
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2024, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#define GLM_ENABLE_EXPERIMENTAL 1
#include "glm/vec2.hpp"
#include "glm/vec3.hpp"
#include "glm/vec4.hpp"
#include "glm/mat4x4.hpp"
#include "glm/gtc/type_ptr.hpp"
#include "glm/ext/quaternion_float.hpp"
#include "glm/gtx/quaternion.hpp"
#include "glm/gtx/matrix_decompose.hpp"
#include <boost/json.hpp>
// Common types and constants used in the GLTF implementation
namespace LL
{
namespace GLTF
{
using Value = boost::json::value;
using mat4 = glm::mat4;
using vec4 = glm::vec4;
using vec3 = glm::vec3;
using vec2 = glm::vec2;
using quat = glm::quat;
constexpr S32 LINEAR = 9729;
constexpr S32 NEAREST = 9728;
constexpr S32 NEAREST_MIPMAP_NEAREST = 9984;
constexpr S32 LINEAR_MIPMAP_NEAREST = 9985;
constexpr S32 NEAREST_MIPMAP_LINEAR = 9986;
constexpr S32 LINEAR_MIPMAP_LINEAR = 9987;
constexpr S32 CLAMP_TO_EDGE = 33071;
constexpr S32 MIRRORED_REPEAT = 33648;
constexpr S32 REPEAT = 10497;
class Asset;
class Material;
class TextureInfo;
class NormalTextureInfo;
class OcclusionTextureInfo;
class Mesh;
class Node;
class Scene;
class Texture;
class Sampler;
class Image;
class Animation;
class Skin;
class Camera;
class Light;
class Primitive;
class Accessor;
class BufferView;
class Buffer;
enum class TextureType : U8
{
BASE_COLOR = 0,
NORMAL,
METALLIC_ROUGHNESS,
OCCLUSION,
EMISSIVE
};
constexpr U32 TEXTURE_TYPE_COUNT = 5;
}
}
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